Enchanter:

Draw

Ability, Adventurer (levels 6+)

Ability Seeker (levels 1 - 5)

Spell, Adventurer (levels 6+)

Spell, Seeker (levels 1 - 5)

Take spell-points from another caster, or target, to use for yourself.

 

Modification-Point Cost (M.P.C.): 20

Prerequisites: .

Area of Effect: 1 target.
Avoidance-Roll: Yes, Pit Intelligence vs. Intelligence.
Casting Time:  
Damage:  
Duration:  
Effect Time:  
Explanation: Enchanter takes 1-D6 spell-points from another (+1-D6 additional spell-points per 7 levels advanced).
Hand Movement:  
Healing:  
Immunities:  
Maximum Adjustment:  
Notes:  
Range:  
Resting Time:  
Special: If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.
Spell Preparation:  
Spell-points to cast:  
Susceptibilities:  
Value:  

 

Transpose

Spell, Adventurer (levels 6+)

The finishing spell that brings an item prepared to life, activating the magic.

See: "Molding Ball" in the Trade-Skill, "Alchemy".

 

Modification-Point Cost (M.P.C.): 60

Area of Effect:

1 target.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds).

Damage:

N/A

Duration:

Permanent for permanently charged items. If the item has charges, the magic will work for the "Duration" of the item.

Effect Time:

Instant.

Explanation:

Transpose is the finishing magic that will bring to life a prepared item.

 

Example:

If a toy soldier is crafted, Transpose will activate the magic that is within the toy soldier to enable it to walk, march, fight, etc.

Hand Movement:

 

Healing:

 

Immunities:

 

Maximum Adjustment:

 

Notes:

 

Range:

 

Resting Time:

 

Special:

If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.

Spell Preparation:

 

Spell-points to cast:

 

Susceptibilities:

 

Value:

 

 

 

 

Draw: (adventurer spell)

Enchanter takes spell-points to use for him or herself.

Modification-Point Cost: 20

 

Area of Effect: 1 target.

Avoidance-Roll: Yes, Pit Intelligence vs. Intelligence.

Casting Time:

Damage:

Duration:

Effect Time:

Explanation: Enchanter takes 1-D6 spell-points from another (+1-D6 additional spell-points per 7 levels advanced).

 

Hand Movement:

Healing:

Immunities:

Maximum Adjustment:

Notes:

Range:

Resting Time:

Special:

Spell Preparation:

Spell-points to cast:

Susceptibilities:

Value:

 

 

Maximum Draw: None.

 

Special:

If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.

 

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Enchant Gem: (Ability, Adventurer (level 6+)

 

Enchants one common gem.

 

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Enchant Special Gem: (Ability, Adventurer (level 6+)

 

Enchants one special gem.

 

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Fools Gold: (Ability, Adventurer (level 6+)

 

Treasure appears, sparkling in all its glory, but it is not real.

 

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Mana: (Ability, Adventurer (level 6+)

 

1-D4 +1 spell-point regeneration per turn (+1 per spell-point per 7 levels advanced after learning this spell).

 

Maximum spell-point regeneration: None.

 

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Minor Draw: (seeker spell)

 

Enchanter takes 1 spell-point from another (+1 additional spell-point per level advanced).

 

Maximum Draw: 6

 

Special:

If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.

 

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Minor Transference: (seeker spell)

 

Enchanter transfers 1 spell-point to another (+1 additional spell-point per level advanced).

 

Maximum transference: 6

 

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Quicken:

 

1-D12 +5 s.p. regeneration per turn.

Duration: 1 turn per 5 levels advanced.

 

Explanation: This passive ability has a % chance to instantly invoke when the caster is effected by any form of s.p. regeneration (i.e., a spell, ability, a treasure item, etc.), and will simply self-invoke, NOT taking up the turn, or an action, of the caster.

 

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Split-Resistance:

 

Causes a creatures resistances to be at 50% (rounded down).

 

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Transfer Enchantment: (Adventurer Spell (level 6+)

 

Transfer an enchantment over to a new item, adding to the quality of that item.

 

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Transfer Magic: (Adventurer Spell (level 6+)

 

Transfer magic over to a new item.

 

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Transference: (adventurer spell)

 

Enchanter transfers 1-D6 spell-points to another (+1-D6 additional spell-point per 7 levels advanced).

 

Maximum transference: None.

 

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Clusters to organize:

 

Destroy Enchantment:
Drains the magic and / or enchantment from an item permanently.

Evokened:
Gives aid to targeted during a trial test.

Exception:
Cast on armor that will usually block or hinder spell-casting, an ability, etc., and for a short time the armor will not hinder.

Expunge:
Eliminates traces of magic that are left imbedded within an item's structure, freeing it up for another use (erases: Spell-runes, Scrolls, Visors, Magic Maps).

Magic Detection: INSTALLED
Detects if a place item has any property of magic within or about it.

Man-at-Arms
+ 1-D4 damage on weapon for duration.
+1-D6
+1-D8
+1-D10
+1-D12
+1-D20
+1-D100

Restore lost Enchantment:
Restores enchantments lost due to a spell, or the items, which houses such enchantment, being broken.

Restore lost Magic:
Restores magics lost due to a spell, or the items, which houses such magic, being broken.

Starr Glyph:
Make something up.

Temporary Disenchantment:
Drains the magic and / or enchantment from an item temporarily.